PerseusSpartacus wrote:Or 5, make the polygon a 'Major Damage Polygon' (doable in Weland). This makes it so the player will take damage if they are above/standing on that polygon, killing them in a short amount of time. This isn't the best method, though, and I'd recommend instead using RyokoTK's method:

function Triggers.idle() for p in Players() do if p.z < -3.00 and not p.dead then p:damage(150,"suffocation") end endend

Just replace "-3.00" with the appropriate height in WUs. Suffocation is the best kind of damage to use, as it doesn't cause a flash on the screen, and the sound it makes is kind of fun (though it is a little weird as well).

Since I've just discovered the Major Ouch and Minor Ouch polygon types actually exist/work. You open Weland, draw out your map and fill the polyies and then click on 'Polygon Types' from the view menu. Click on Major Ouch or Minor Ouch on the right titles, then click on the polygons to paint them with that type.

Major Ouch gives a fader effect and damage similar if the player were standing in Goo, while Minor Ouch gives the effects of a player standing in lava.

If I recall, the reason why you may not want to use Ouch polygons is because they deal damage regardless of your elevation. So if you want to have the player jump across a bottomless chasm, they'll still take damage while in midair. It's not a very practical solution when the Lua for polygon-based damage is really simple to write.

One question is going through my head about the minor and the major ouch polygon types: why would you take damage midair? I never really understood why I took damage from the goo from M1 jumping over it when I wasn't touching it.

Edit: the actual reason is that no polygon-based events check your height relative to the floor of the polygon. The game just checks to see if you're in the polygon at all. If you have a player-activated lift, you can activate it by jumping over it even if you never touch it.

I read something on what Glue and Super Glue do. They're not used anymore because we have something to replace them: monster triggers and zone borders (I'm sorry if I got the second one wrong. It's been months since I've used Weland).

That bug was in the original Marathon 2 engine. A monster on a moving platform is prevented from firing, but it still remembers that it wanted to attack. When the platform stops, it then does all the attacks it wanted to do earlier. The longer the platform, the more attacks would be stored up and then fired all at once.

In the beta, monsters are allowed to attack from a moving platform, so they just fire as the platform moves, instead of waiting until it stops.

Hopper wrote:That bug was in the original Marathon 2 engine. A monster on a moving platform is prevented from firing, but it still remembers that it wanted to attack. When the platform stops, it then does all the attacks it wanted to do earlier. The longer the platform, the more attacks would be stored up and then fired all at once.

In the beta, monsters are allowed to attack from a moving platform, so they just fire as the platform moves, instead of waiting until it stops.

Can it happen with Bullet Projectile monster? Like Bob, and Trooper? Cuz I always seen the Cyborg do that thing.

I've never done any editing of physics files, but if I'm guessing right, I think what you want to do is adjust the origin of the projectile sprites. Just to clarify, you've replaced the fighter sprites, but not the projectile sprites, right?

jonny wrote:I've never done any editing of physics files, but if I'm guessing right, I think what you want to do is adjust the origin of the projectile sprites. Just to clarify, you've replaced the fighter sprites, but not the projectile sprites, right?